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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.208 by root, Sun Jul 16 20:04:07 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 2007 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 10- automccompleter should vanish when its losing focus
12 => either using bg attribute, or something else. neither way is currently implementable, imho 11- allow inventory window to be stacked vertically, maybe?
13 => or maybe using an extra icon for curses/magic items?) 12- ganondorf wants the completer to grow, never shrink
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 13- keypad-enter does not do the same as return in text entries
15 show player weight/max weight in inventory 14
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 15- ice in /whalingoutpost/misc/castle1
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) 17- PANGO: create upstream-patch for inclusion into pango
19- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419. 18- SERVER: document ext/mapinfo and cfplus.ext
20- IMPORTANT: -Turning (<= full message, no attuned etc. prefix) 19- SERVER: memleak like hell: probably event-related? (probably not real)
21- IMPORTANT: character creation dialogs broken (stats window etc.): fix 20- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- all dialogs should be closable with "Esc" 21- LONG-TERM: map landmark labels
23- close completer when connection dies 22- LONG-TERM: player on map name
24- maybe Quit menu point into map menu (with dialog when logge din, as usual?) 23
25- the inventory needs separate scrollbars. unfortunately, that means 24- player speed is only shown as current, not unencumbered max as in gcfclient
26 addign a manual scrollbar to the other panes (skills and spells :() 25- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- notebook should provide a visual feedback (support from button class?) 26- FEATURE: beside the floorbox, have a recent inventory items box
28- buttons should support hovering visually 27- fix the pod referencing - L<glossary/space> does not get you anywhere.
29- experience change messages should include skill experience 28 * possibly look into auto-marking (wiki-style) certain key sequences.
30- minor: skill list which lets u bind stuff
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- experience
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- client sometimes crashes on Mapmenu=>Toggle autopickup
38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
39 29
40should be solved/investigated before 1.0 release: 30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- buttons should support hovering visually
35- notebooks should provide visual feedback (support from button class?)
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- NPC dialog box should have close button which finishes the dialog
43- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that 39- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts. 40 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55 42
56post-1.0: 43post-1.0:
57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58 (maybe sth. else causes the slowness, such as database?)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding). 46 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands 47- player list from server for tell etc. commands
64- save only dirty cached maps, and save dirty maps != current map
65- look into extendedmapinfo
66- completer should know more about arguments, e.g. cast summon pet monster, 48- completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
68- sliders do not change size after reconfigure.
69- enter runmode when cursor-key repeats (maybe not?) 50- enter runmode when cursor-key repeats (maybe not?)
70- cairo/win32 looks like shit (premultiplied alpha bug?)
71 (despite horrendous efforts, this is likely not fixable except by building a custom
72 libcairo for win32).
73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
76 of small textures. 53 of small textures.
54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
77 55
78TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
82 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command 61 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown). 62 but not otherwise shown).
85- pippij wants playerstealing to work between hostile players
86- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
87- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
88 message, even when you can't see that other person. 65 message, even when you can't see that other person.
89- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
90- 3) jumping into monsters does no damage, even though it's supposed to 67- 3) jumping into monsters does no damage, even though it's supposed to
91 be an attack (mentioned before). You also get no exp for this 68 be an attack (mentioned before). You also get no exp for this
92- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
95 69
96 70
97 #TODO#d# display texture cache 71 #TODO#d# display texture cache
98 { 72 {
99 glEnable GL_TEXTURE_2D; 73 glEnable GL_TEXTURE_2D;
109 glTexCoord 0,0; glVertex 0,255; 83 glTexCoord 0,0; glVertex 0,255;
110 glEnd; 84 glEnd;
111 glDisable GL_BLEND; 85 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D; 86 glDisable GL_TEXTURE_2D;
113 } 87 }
114
115set_face 4783 => 70
116libpng warning: Ignoring gAMA chunk with gamma=0
117allocating id 71
118OK
119set_face 4782 => 71
120libpng warning: Ignoring gAMA chunk with gamma=0
121allocating id 72
122OK
123set_face 4781 => 72
124libpng warning: Ignoring gAMA chunk with gamma=0
125allocating id 73
126OK
127set_face 4784 => 73
128libpng warning: Ignoring gAMA chunk with gamma=0
129 88
130 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass. 89 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
131 /*first pass*/ 90 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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